Egg Grab Battle — Best Squad Lineups
Published 2026-09-217 min read
Proven Egg Grab Battle lineups: Sun Priest or Moonfox as main DPS, Beseth or Dreamwing charging, two Glaciva healing, and the carried-gear assignments that make the run smooth.

Egg Grab Battle's restricted format — one full fighter, three first-skill-only support slots — means lineups are built differently from the main game. The mode's demands are specific: burst for dungeon guardians, sustain for the long roll, and a Fire key for gold chests. Here is the community's proven shape.
The format, briefly
One creature fights at full capacity; the other three contribute their first skill only (rules in the mode overview). That asymmetry drives everything: your main must carry real damage, and your supports must be creatures whose first skill alone is worth a slot.
The proven lineup
| Slot | Creature | Job |
|---|---|---|
| Main DPS | Sun Priest (starter gift) or Moonfox | Clear guardians; break sieges |
| Charge | Beseth or Dreamwing | Keep the main's skills cycling |
| Flex ×2 | Two Glaciva | Healing + utility for the whole squad |
Main DPS — Sun Priest or Moonfox
Sun Priest is the community default because every player owns it — it is the starter gift creature — and its ultimate is the mode's crowd-answer: one ultimate clears a surrounding pack, which is exactly what happens when the egg-roll gets sieged. If you missed every rare capture in the game, you can still run this slot tonight.
Moonfox is the upgrade when you have it: higher damage ceiling with the same "clear the mob wave" job description. Its build details live on the Moonfox dex page.
Charge — Beseth or Dreamwing
The main's ceiling is set by energy. Beseth is the mode's specialist answer — an energy engine whose first skill alone justifies the slot — while Dreamwing, the launch meta's best Battery, does the same job with more headroom for those who have one. One charge slot is enough; a second is a luxury that trades away healing.
Flex ×2 — the twin Glaciva
Two Glaciva round out the squad, and the double-pick is deliberate: their healing and utility reach the whole team, and Egg Grab punishes a dead runner far harder than a slow clear. Between the two, they cover the roll's protection, the chest-fight recovery and the general "someone always breathing" guarantee that extraction runs live on.
Carried-gear assignments
Gear stats transfer freely, so assign by job (pact rules irrelevant here — why):
| Holder | Item | Why |
|---|---|---|
| Sun Priest / Moonfox | Beast's Fang | Straight damage on the only real fighter |
| Beseth / Dreamwing | Calling Bell or Energy Feather (energy-type items) | More charge for the main |
| Each Glaciva | Magic Fleece | Healing and sustain for the squad |
The pre-run purchases still apply on top: Guard Mech and Attack Amplifier, with talents in damage and loot speed — see the overview's preparation section.
Why this shape works
- One damage source, fully fueled. The format's one-real-fighter rule means the main is never the bottleneck — energy is. The charge slot removes that ceiling.
- Healing that scales with mistakes. Twin Glaciva means the squad survives the worst roll — and worst rolls are where eggs are lost.
- Fire coverage for chests. Sun Priest's kit covers the gold-chest key natively; if you run Moonfox as main, be sure one support slot brings a Fire first-skill (the chest rules are unforgiving).
Variants
- All-in speed: Moonfox + Dreamwing + one Glaciva + one Fire support — maximum clear tempo for practiced squads who rarely need the second healer.
- Budget edition: Sun Priest (gift) + any early Battery + two early healers — every slot available in the first week of play; clear times suffer, extraction rates do not.
- Guardian farming: swap the second Glaciva for a second damage support to burn dungeon elites faster — only for squads that already extract cleanly.
Build it once, run the standard run shape, and the mode starts paying like a job — steady eggs, steady chests, no drama.